Berserker

"The Skull-Dogs - veteran units of the Prosk's light armored division - exclusively use the Prosk L3 Piston body type (aka 'Berserker'). They are often spotted looting the remains of fragged Sentium M and even H class walkers. The designer based his core concept off of insects from his homeworld. 'I am not a god, I can only hope to mimic their creation' - Prof.Arnoff"

The term ankle-biter does not apply to this mech. While small, the Berserker is not to be taken lightly. It's Submachine Cannon can turn otherwise thick armor into nothing but swiss cheese, and it's TOW rockets make hiding almost pointless. Even if the Berserker finds itself being overwhelmed, the Balistic Barrage ability can quickly turn the table, making the mech live up to it's name. All this firepower is equivalent to a CR-T Recruit, but in a smaller, more agile frame. Make no mistake: the Berserker will not only bite your ankle, but shake until the entire leg comes off.

Weapons

The Berserker's starting weapon is perfect for close quarters combat. What it lacks in damage it makes up for in rounds fired and low heat generation. It's limited range means you'll need to keep on your target once you engage and be sure to make use of the Berserker's Ballistic Barrage ability to increase your damage bringing your opponts down faster.

The Assault Rifle is the Bersker's best friend allowing it to engage targets at most distances. Accuracy diminishes the longer you fire but it can still engage a target at medium to long range. Combining the Assault Rifle with the TOW Rocket gives the Berserker enough of a punch to be an incredibly deadly mech in the right hands.

The explosive weapon for the Berserker is the TOW Rocket which obviously packs a punch. Being able to detonate in mid air this gives the Berserker excellent range when combined with the Assault Rifle. A smart pilot will save his TOW for the right moment to maximize damage. Be warned that they aren't guided in any way so you'll need to lead your target if it is moving.

One of the best unlocks for the Berserker the Point-D Vulcan makes this mech truly mean. Even with the spin up time and high heat generation a skilled pilot can make short work of any mech. The drawback here is reduced range and accuracy of the Assault Rifle forcing the pilot to move in much closer than normal. Keep firing while using your side dodge as this doesn't interrupt firing like boosting forward does. The Point-D Vulcan on a Bersker is a potent combo.

Ability

Whenever you need to pack an extra punch or just even the odds in a fight this ability is perfect for those situations. Giving you a 15% bonus to damage done by all weapons and items for 10 seconds makes this an excellent skill for any surprise attack. Leading off with a TOW and making sure you land as many as possible will maximize the damage done and quickly bring most targets down. It has a 60 second cool down time so be sure to save it for when you truly need it. With the right combo of weapons and items this gives the Berserker some great burst damage potential and makes it an incredibly deadly mech in the hands of a skilled pilot.

Play Tips

Keep to cover and tight areas. This mech's manueverability can allow it to sprint from cover to cover very fast, allowing you to set up some great ambushes.

Use Ballistic Barrage to even up a lopsided fight or to solo heavy and/or multiple mechs for quick kills.

Use the Submachine Cannon if you prefer getting up close; the Assault Rifle should be used to stay at more of a distance during engagements.

Pulsing the Assault Rifle makes it more effective at medium range.

Remember that you can detonate the TOW Launcher's rockets by pressing your alternate fire again. This is great for hitting multiple enemies.

Repair often: This mech only has 500hp as its base value. A couple of well-placed shots can take you down fast.

Dodging is your most effective means of survival: Stay on the ground and move quickly to avoid missiles or disengage and go for cover.

Flanking is the best way to get kills: You are agile enough in team battles to disengage and flank your opponents in a matter of seconds.

Know when to run and when to fight. Some battles you just can't win and running is your best choice. Even retreating from an area to relocate the fight to someplace you have an advantage is a wise idea.

Don't boost constantly as this gives your position away and makes surprise attacks much harder to accomplish.